1. Platforms, prices, and company
Panard Vision it's an
attempt to develop a fast generic high quality 3D renderer, with support for the
most common used rendering methods.
The engine is intended to be used in everything which needs a fast high quality rendering. Panard Vision is at the cutting edge in realtime 3D algorithms.
Lizard Fire Studios:
Panard Vision is a realtime 3D Engine (with SDK)
available on Dos, Linux, Win32 platforms with support of cutting edge algorithms
hardware API(d3d, gl, glide). It supports both hardware and software rendering.
Support multiple non-recursive planar
On the fly texture coordinates generation
Panard Primitives support (allows for GL like drawing of 2D and 3D primitives, supports for display lists )
Procedural textures (hardware and software)
Multiple coloured dynamic light sources (infinite, spot, parallel, directionnal, point, user defined)
Support for animated textures
Fine tunable collision detection (OBB)
Switchable Nodes (allows to dynamically select a branch in the world graph, this can be used for Mesh LODs)
Static and pseudo dynamic lightmaps (soft or hard)
Unreal-like volumetric FX
Fast-Precise calculus using floats
Extendable OO particle system
Multithreaded Realtime Adptative Landscape Library
Full featured math library (including quaternions functions)
Support for spline curves/surfaces
Support for mesh instancing, allowing for efficient memory usage
Support convex polygons not only triangles
Support for user coded Special FX
Support for user file formats
Heavily optimized assembly code for x86 architectures
Little animation engine with hierarchy.
PanardVision has a built in 3DStudio 4 mesh and animation reader, but other drivers may be implemented. Drivers for Quake I&II's bsp are also included.
No black box effect - every PV structures functions is documented/available.
Fake phong shading (currently only in non RGB modes)
Perspective Corrected mapping
Fine tunable ZBuffering (enable/disable on a material basis)
Full sub-pixel/texel accuracy (no flicker, no gap in textures)
SBuffering to reduce overdraw
Paletized and RGB output modes
Automatic handling of colors in paletized modes
Fake/Fast 16 bits rendering
True RGB rendering (15, 16, 24, 32 bits)
Virtually every resolution
Generic PRECISE rasterizer to develop custom filling routines
Generic perspective span renderer to add perspective correction to custom fillers
User definable clip planes
User definable visibility pipeline (allowing for BSP, Portals, etc.)
Infinite number of cameras
Big mesh classification using octrees, allowing for fast rejection of a whole mesh or big parts of a mesh
Indoor/outdoor suitable, efficient culling of out of screen meshes and part of meshes
Advanced hierarchical culling/transformations, allowing for very efficient world rendering
Built in support for portals
Open API to use 3D Hardware
Support for user made hardware drivers
Built in OpenGL, Direct3D (5,6 and 7 (with hardware transform and lighting)) & 3DFX drivers(Voodoo,Voodoo2,Rush,Banshee).
Support for all common and advanced hardware features (ZBuffer, Stencil buffer, Alpha Blending, Multitexturing, etc.)
Customizable multitexture pipeline
Real-time stencil based shadows
5. Web Resources